• Title/Summary/Keyword: 협력적 게임

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Game Based Cooperative Negotiation among Cloud Providers in a Dynamic Collaborative Cloud Services Platform (게임 이론 기반 동적 협력 클라우드 서비스 플랫폼에서의 클라우드 공급자간 협상 기법)

  • Hassan, Mohammad Mehedi;Huh, Eui-Nam
    • Journal of Internet Computing and Services
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    • v.11 no.5
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    • pp.105-117
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    • 2010
  • In recent years, dynamic collaboration (DC) among cloud providers (CPs) is becoming an inevitable approach for the widely use of cloud computing and to realize the greatest value of it. In our previous paper, we proposed a combinatorial auction (CA) based cloud market model called CACM that enables a DC platform among different CPs. The CACM model allows any CP to dynamically collaborate with suitable partner CPs to form a group before joining an auction and thus addresses the issue of conflicts minimization that may occur when negotiating among providers. But how to determine optimal group bidding prices, how to obtain the stability condition of the group and how to distribute the winning prices/profits among the group members in the CACM model have not been studied thoroughly. In this paper, we propose to formulate the above problems of cooperative negotiation in the CACM model as a bankruptcy game which is a special type of N-person cooperative game. The stability of the group is analyzed by using the concept of the core and the amount of allocationsto each member of the group is obtained by using Shapley value. Numerical results are presented to demonstrate the behaviors of the proposed approaches.

Communication Protocol and Role Assignment for Efficient Agent Cooperation in Computer Game Environments (컴퓨터 게임 환경에서 에이전트들의 효율적인 협력을 위한 통신 프로토콜과 역할 배정)

  • Kim In-Cheol
    • Journal of Internet Computing and Services
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    • v.7 no.2
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    • pp.137-149
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    • 2006
  • In this paper, we suggest a message-based communication protocol and a dynamic role assignment mechanism for efficient cooperation and teamwork of agents in computer game environments. This role assignment mechanism is a new one different from both existing static and dynamic mechanisms, in which all decisions related with role assignment are made at once in design phase or execution phase. According to our mechanism, all possible role sets are determined in design phase. Detail decisions regarding which agent takes what role, however, are made in execution phase. This mechanism for role assignment can minimize the negotiation effort in execution phase. Therefore, this mechanism is quite effective especially in real-time multiagent environments. Through experiments, we show the superiority of the new dynamic role assignment mechanism.

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The strategy of Co-opetition in accordancd with the rapid changes of the environments of global port competition (글로벌 항만경쟁 환경의 급변에 따른 코피티션(Co-opetition) 전략 활용 방안)

  • Yun, Hee-Sook
    • Journal of Korea Port Economic Association
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    • v.23 no.3
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    • pp.79-101
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    • 2007
  • The purpose of this study is to identify key factors of Co-opetition through examining the environmental and structural changes in the ports industry and suggest a few Co-opetition strategies for enhancing our ports capabilities in the long-term. In recent years, the trend toward market liberalization and globalization in ports industry has made rapid progress and it made the competition fiercer. To survive in this rapid changes, the ports have traditionally pursed a competitive strategy. However, an alternative strategy replacing the traditional strategy was introduced: namely, 'Co-opetition' a buzzword combining competition and co operation. Policy proposals this study suggests are the construction of a database regarding costs and benefits of ports for more effective analysis and improving the competitive power of a shipping company operating national flag carriers for achieving the purpose of Co-opetition and adoption of selection and concentration strategy for increasing the possibility of Co-opetition success.

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Design of Decision Support System for Propensity of User in MOBA using Modified PageRank Algorithm (MOBA 게임의 불량 플레이어 판단을 위한 위한 PageRank 알고리즘 기반의 의사결정 시스템 설계)

  • Shim, Jae Youn;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1026-1029
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    • 2014
  • MOBA (Multiplayer Online Battle Arena) 기반의 게임 서비스는 현재 가장 관심을 받고 있는 게임 장르의 한 종류이다. MOBA 장르와 같은 게임들은 플레이어의 실력도 중요하지만 같은 팀원간의 협력과 전략이 중요한 요소 중에 하나이다. 이러한 상황에서 악의적의 의도로 자신의 비정상적인 플레이를 한다거나 욕설 등의 팀의 사기를 저하시키는 플레이어들이 문제가 되고 있다. 이러한 플레이어들의 제재를 위해 몇 가지 시스템들이 제안 되고 있지만 그들에 대한 판단은 쉽지 않다. 그래서 본 논문에서는 PageRank 를 기반으로 하는 불량 플레이어의 판단에 대한 보조 시스템을 제안 한다. 이 시스템의 MOBA 게임 플레이어의 플레이 횟수, 신고 횟수, 신고 받은 횟수 등의 자료들을 이용하여 플레이어의 Judgment Points 와 Bad Player 지수를 파악하며 이를 기반으로 생성된 Bad Player 랭킹을 통하여 불량 플레이어 검색에 도움을 줄 것으로 예상된다.

Research on International Cooperation Education Plan in game design (게임 디자인의 국제 산학협력 교육 방안에 대한 연구)

  • Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.315-322
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    • 2015
  • Since 2012, the government has attempted to stimulate the human resources businesses need and substantial R&D technology by promoting "Leaders in INdustry-university Cooperation" (LINC). They use the natural the relationship between industry and university develop and spread a variety of industry-university cooperation for mutual growth model leading universities and industries of the region. More than recent cooperation education, at the level of practical use, field oriented talent needed in the industry demand Internationalized talent which can become members of a global community cultivated with International perspective and insight. Furthermore, while currently each university's circumstances and the position is different, and while this strategy, each unique, individual, specific international level's Cooperation Education Plan is Established and operating actively, Governments and businesses will be able to train desired international academic centers' advanced talent. We have come to hope that this will act as an important factor in furthering national competitiveness.

Aesthetic Value Reflected to Digital Virtual 3D Card Game Animation -Focused on the (디지털 가상 3D 카드게임 애니메이션에 반영된 예술적 가치 - 작품 제작 중심으로-)

  • 이선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.575-578
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    • 2004
  • This paper will intend to find the artistic value of playing card and 3D animation that is having much skill and entertaining points through digital virtual3D card animation . And this paper will consider the popularity and explore the creative cooperation relation of skill and art.

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Development of a Model for Calculating Road Congestion Toll with Sensitivity Analysis (민감도 분석을 이용한 도로 혼잡통행료 산정 모형 개발)

  • Kim, Byung-Kwan;Lim, Yong-Taek;Lim, Kang-Won
    • Journal of Korean Society of Transportation
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    • v.22 no.5
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    • pp.139-149
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    • 2004
  • As the expansion of road capacity has become impractical in many urban areas, congestion pricing has been widely considered as an effective method to reduce urban traffic congestion in recent years. The principal reason is that the congestion pricing may lead the user equilibrium (UE) flow pattern to system optimum (SO) pattern in road network. In the context of network equilibrium, the link tolls according to the marginal cost pricing principle can user an UE flow to a SO pattern. Thus, the pricing method offers an efficient tool for moving toward system optimal traffic conditions on the network. This paper proposes a continuous network design program (CNDP) in network equilibrium condition, in order to find optimal congestion toll for maximizing net economic benefit (NEB). The model could be formulated as a bi-level program with continuous variable(congestion toll) such that the upper level problem is for maximizing the NEB in elastic demand, while the lower level is for describing route choice of road users. The bi-level CNDP is intrinsically nonlinear, non-convex, and hence it might be difficult to solve. So, we suggest a heuristic solution algorithm, which adopt derivative information of link flow with respect to design parameter, or congestion toll. Two example networks are used for test of the model proposed in the paper.

Optimal Load Allocation Scheme for Cloud Service (클라우드 서비스를 위한 최적 부하할당 기법)

  • Han, Young-Joo;Lee, Yo-Han;Youn, Chan-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.216-219
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    • 2011
  • 이 기종의 컴퓨팅 자원들로 구성된 데이터센터에서 사용자가 제출한 클라우드 작업의 서비스 품질을 보장하기 위해서는 효율적인 작업할당 기법이 필요하다. 본 논문에서는 작업의 처리시간을 사용자의 QoS 로 정의하고 작업처리시간을 최소화하면서 동시에 모든 사용자에게 차별 없이 동일한 수준의 서비스를 제공할 수 있는 최적 작업할당 문제를 정의한다. 협력적 게임모형인 NBS(Nah Bargaining Solution)을 이용하여 정의한 문제를 해결하였고 이를 이용하여 각 자원에 할당되는 작업부하를 효율적으로 제어함으로써 파레토 최적을 유지할 수 있는 협력적 부하분산 정책을 도출하였다. 또한, 성능 평가를 통해 제안한 기법이 작업처리시간을 최소화하면서도 모든 자원에서의 작업처리시간이 동일함을 보였다.

Development of a Continuous Network Design Model Based on Sensitivity Analysis (민감도 분석을 이용한 연속형 교통망설계모형의 개발)

  • Lim, Yong-Taek
    • Journal of Korean Society of Transportation
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    • v.22 no.2 s.73
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    • pp.65-76
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    • 2004
  • 교통망설계문제란, 교통시스템을 최적상태로 만들기 위한 최적의 설계변수를 결정하는 문제이다. 대표적인 교통망설계문제로는 도로를 신설하거나 확장하는 문제가 있으며, 이외에 교통신호시간의 결정, 교통정보의 제공, 혼잡통행료 부과, 새로운 교통수단의 도입 등 여러 교통정책분야가 교통망설계문제에 포함된다고 볼 수 있다. 일반적으로 교통망설계문제는 bi-level 구조로 구축되는데, 기존 대부분의 연구들은 상위문제와 하위문제를 서로 협력없이(Noncooperative) 자신들만의 목적을 최적화시키는 Cournot-Nash게임형태로 구성하여 풀고 있으나, 실제 교통분야에서 다루는 문제들은 리더(leader)와 추종자(follower)가 존재하는 Stackelberg게임에 가깝다고 할 수 있다. 기존 bi-level 문제들이 Cournot-Nash게임형태로 구성되어 풀고 있는 이유는 Stackelberg게임으로 구성할 경우 풀기가 어렵기 때문이다. 이런 측면에서 본 연구는 리더와 추종자가 존재하는 Stackelberg게임으로 교통망설계문제를 구성하며, 설계 변수값에 따른 통행자의 행태변화도 인지오차(perceived error)를 고려한 확률적 통행배정문제로 구성하여 좀더 현실적인 결과를 도출하도록 한다. 제시된 모형을 풀기 위하여 민감도분석(Sensitivity analysis)을 이용하며, 설계문제의 해를 구하는 알고리듬도 제시한다. 또한, 이 기법을 일반 도로교통망(general transportation road network)에 적용할 수 있도록 민감도(sensitivity) 유도과정을 자세히 기술하였다. 개발된 모형을 평가하기 위하여 2개의 예제 교통망을 대상으로 모형을 적용한 결과, 합리적인 값들을 도출하고 있음을 확인할 수 있었다.

Determinants for Long-term Cooperation Between Public Research Institute and SMEs (출연(연)과 중소기업의 장기적 협력을 위한 영향요인 분석: 출연(연)의 인력파견사업을 중심으로)

  • Song, Minkyoung;Park, Beom Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.654-665
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    • 2017
  • It is major strategy for SMEs to cooperate with other companies or Public Research Institutes(PRIs) as the essential technology is getting more complicated and technological life cycle is getting short. However, It is not easy to perform a proper cooperation with SMEs for PRIs, because they are accustomed to support SMEs in the short run. In addition, previous studies also have mainly focussed on finding determinants of performance as a consequence of temporary cooperation instead of long-term relationships among companies. Therefore this study analyzed which satisfaction is more effective to maintain the long-term cooperative relationship between PRIs and SMEs. As a result, it has found that when SMEs satisfy from quality of input like manpower supports R&D and context of the support program over the output like technological or economical performance, they intend to continue cooperation with PRIs. And this paper shows that the performance has mediated effect rather direct effect on long-term cooperation intention. In light of all the above, to cooperate with SMEs effectively, it will be suggested that PRIs enhance quality of support process and contents instead of quantity of support based on one-time cooperation.